World of Warships: Legends ship guide

Guépard

Beta
Destroyer gunboatWin DD duels and cap fights with gun DPM.
Playstyle
  • Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to…
  • Avoid: Holding 7-km torpedoes for a perfect shot
Key characteristics
2 sigma accuracyHigh HE / fire outputHigh fire chanceEngine BoostStiff AP fuse
Community Data

Guépard Community Stats

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Playstyle

Overview

Guépard is a Tier V French torpedo destroyer reaching 7 km. The torpedoes travel at 68 kt, so target reaction time is shorter than peer DDs; this is a torpedo-spam kit, not a gun trade kit. Standout traits: best high HP pool in T5 DDs (17,200 HP) and best HE alpha in T5 DDs (2,200).

Positioning

Sit at the edge of a contested cap from concealment and cycle torpedo waves into lanes the enemy has to use - 7 km reach at 68 kt means the wall arrives before targets can react. Drop on probable lanes from cover, stay unspotted between waves, and let the wall do the work.

Potato Avoidance

Holding 7-km torpedoes for a perfect shot

The kit pays out by saturating lanes, not by waiting for guaranteed broadsides; missed waves still force rotations and protect your team's flank. Idle torpedo tubes are the worst output state.

Signature Traits

High HP pool

17200.0 HP, best of T5 DDs.

Heavy HE shells

2200.0 damage per HE shell, best of T5 DDs. Punishes superstructure and modules harder than peers.

High fire chance

9.0% fire chance per HE shell, best of T5 DDs.

Deep-fuse AP

0.03 s AP fuse timer, best of T5 DDs. Shells travel deeper before detonating; citadels through belt armor more reliably.

Stiff AP fuse

23.0 mm AP arming threshold, worst of T5 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Sluggish rudder

5.4 s rudder shift, bottom decile of T5 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Guépard

Guépard is available in the Ambush Destroyers branch of the France Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Show France tech-tree branch diagram
France Tech Tree

Guépard sits in the Ambush Destroyers branch. The highlighted path shows the local branch context inside the full France tree.

Best listed chance for this ship

  • Santa Level 4 0.25% Tier V Premium ship Event containers · Santa Level 4 · 1 of 24 ships
  • Santa Level 3 0.239583% Tier V Premium ship Event containers · Santa Level 3 · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Santa Level 30.202083%
    • Santa Level 3 → Santa Level 40.0375%
  • Piñata Chest 0.16% Tier V or VI Premium ship Event containers · Piñata Chest · 1 of 25 ships
Show all 6 containers (3 more)
  • Santa Level 2 0.106771% Tier V Premium ship Event containers · Santa Level 2 · 4 paths combined · 1 of 24 ships
    Show 4 paths
    • Santa Level 20.058333%
    • Santa Level 2 → Santa Level 30.030312%
    • Santa Level 2 → Santa Level 40.0125%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.005625%
  • Champion's Box 0.047917% Tier V Premium ship Event containers · Champion's Box · 2 paths combined · 1 of 24 ships
    Show 2 paths
    • Champion's Box → Santa Level 30.040417%
    • Champion's Box → Santa Level 3 → Santa Level 40.0075%
  • Santa Level 1 0.03437% Tier V Premium ship Event containers · Santa Level 1 · 6 paths combined · 1 of 24 ships
    Show 6 paths
    • Santa Level 1 → Santa Level 30.010104%
    • Santa Level 1 → Santa Level 20.00875%
    • Santa Level 10.00825%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.004547%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.001875%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000844%
Official WG availability sources
Show direct source rows

Builds Beta

Charles Bléry, Louis Violette, and Philippe Auboyneau are useful French destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

Open in Build Tool →

Commanders frequently paired with this ship Louis ViolettePhilippe Auboyneau

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Cohort position

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Where Guépard sits among Tier V DDs (21 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestHit points17,200 HP (1/21) BestMain battery caliber139 mm (1 of 2 tied) BestAP fuse timer0.03 s (1 of 2 tied) Top 10%Fires per minute5.62 (3/21) Top 10%Engine power64,000 hp (3/21) Top 10%Turn-speed retention94.1 hp/m (3/21) Top 10%Torpedo speed68 kt (3/21) Top 25%Main battery range10.6 km (5/21) Top 25%HE DPM137,500 (5/21) Top 25%AP shell damage2,850 (4/19) Bottom 25%Torpedo range6.99 km (19/21) Bottom 10%Rudder shift5.4 s (20/21) WorstAP velocity700 m/s (1 of 2 tied) WorstHE velocity700 m/s (1 of 2 tied) WorstAP arming threshold23 mm (1 of 2 tied) WorstDisplacement3,200 t (21/21)
See 21 mid-pack stats

Not standouts for Guépard -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed36 kt(13/21) Concealment6.61 km(15/21) Air detection3.31 km(15/21) Traverse-to-turn ratio5.13 ×(11/21) Main battery reload4.8 s(13/21) AP DPM178,125(6/19) Main dispersion87.2 m(11/21) Acceleration10.8 s(15/21) Power-to-weight20 hp/t(11/21) AA DPS78(15/21) AA range3 km(14/21) AA threat150(14/21) Torpedo damage14,833(11/21) Torpedo reload87 s(14/21) Max armor16 mm(13/21) Bow armor16 mm(11/20) Stern armor16 mm(11/20) Deck armor16 mm(6/16) NormAP ricochet start45°(18 of 19 tied at this value) NormAP auto-bounce angle60°(18 of 19 tied at this value) NormCitadel belt16 mm(19 of 20 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

MBRBEngine Boost
Survivability
Hit PointsInitial: 14,200 → 17,200
Displacement3,200 t
Armor range10–16 mm
Plate armor thicknesses10, 15, 16 mm
Armor material/layer entries24
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
8,600
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,200
Main Battery
ModuleArtillery: 139 mm/40 Mle 1923
Mounts / barrels5 mounts / 5 barrels
Reload time5.3 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9633/30·(8−0.5)/1000 + 0.5)·30 = 87.2 m
87.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.2 × 0.6 = 52.3 m
52.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.2 × 0.32 (σ=2) = 27.9 m
27.9 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.3 × 0.319 (σ=2) = 16.7 m
16.7 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ5 broadside guns x 60 / 5.3 s base reload = 56.6.
56.6
HE shells
HE Damage2,200
HE Velocity700 m/s
Fire Chance9%
HE penetration
ƒ23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
23 mm
HE full-salvo alpha
ƒ2,200 HE damage x 5 broadside guns = 11,000.
11,000
Base HE DPM
ƒ11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.
124,528
Base fires/min
ƒ5 HE shells x 60 / 5.3 s reload x 9% fire chance = 5.09.
5.09
AP shells
AP Damage2,850
AP Velocity700 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold23 mm
AP overmatch
ƒfloor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 700^1.38 = 190 mm. Matches the in-game spec card.
190 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.1 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.1^1.38 = 63.2 mm.
63.2 mm
AP full-salvo alpha
ƒ2,850 AP damage x 5 broadside guns = 14,250.
14,250
Base AP DPM
ƒ14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.
161,321
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
12
Torpedoes
ModuleTorpedoes: 550 mm lance-torpilles
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time87 s
Projectile speed68 kt
Range6.99 km
Maximum simulated damage13,733 (est.)
Alpha damage41,200
Torpedo detectability1.4 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming210 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
82,398
AA Defense
AA mount points8
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
78
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
37 mm/50 Mle 1933Initial: 37 mm/50 CA Mle 1925 (4×1) → 37 mm/50 Mle 1933 (4×2)
13.2 mm/76 CAD Mle 1929 (upgraded hull only)2×2 13mm
13.2 mm/76 Mle 1929Initial: 4×1 → 2×1 13mm
Medium aura
DPSInitial: 6 → 9
Range3 km
Near aura
DPSInitial: 11 → 14
Range1.2 km
Total DPS in Aura
ƒMedium 9 + Near 14 = 23
23
Maneuverability
Engine moduleEngine: 64,000 hp
Engine power64,000 hp
Maximum speed36 kt
Turning circle radius680 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.1× slow
Concealment
Detectability by sea6.61 km
Detectability by air3.31 km
Smoke firing penalty2.68 km
Detect after firing main guns6.61 km
Detect Fire Sea8.61 km
Detect Fire Air6.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points14,200 → 17,200
  • Rudder shift7.6 → 5.4 s
  • Close-range AA DPS17 → 23
Fire controlUpgrade
  • Main battery range9,633 → 10596.3 m
TorpedoesUpgrade
  • Reload95 → 87 s
  • Speed66 → 68 kt

See all derived stats

Show

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp87.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (9633/30·(8−0.5)/1000 + 0.5)·30 = 87.2 m
Max Vert Disp52.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 87.2 × 0.6 = 52.3 m
Med Horiz Disp27.9 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 87.2 × 0.32 (σ=2) = 27.9 m
Med Vert Disp16.7 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 52.3 × 0.319 (σ=2) = 16.7 m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close190 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 700^1.38 = 190 mm. Matches the in-game spec card.
AP Pen Far63.2 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 315.1 m/s: 1e-7 × 2124 × 40.4^0.69 × 0.139^-1.07 × 315.1^1.38 = 63.2 mm.
HE penetration23 mm
23 mm ≈ 139 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(139 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha11,000
2,200 HE damage x 5 broadside guns = 11,000.
AP full-salvo alpha14,250
2,850 AP damage x 5 broadside guns = 14,250.
Base HE DPM124,528
11,000 HE full-salvo alpha x 60 / 5.3 s base reload = 124,528.
Base AP DPM161,321
14,250 AP full-salvo alpha x 60 / 5.3 s base reload = 161,321.
Base shells/min56.6
5 broadside guns x 60 / 5.3 s base reload = 56.6.
Base fires/min5.09
5 HE shells x 60 / 5.3 s reload x 9% fire chance = 5.09.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed68 kt
Travel time to max range39.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count6
2 launchers x 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage82,398
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage82,398
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS78
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (9×3.5×1) + (14×3.5×0.95) = 78. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index150
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1.2 km

Armor

Hull HP 14,20017,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)1,400 (8% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)16 mm12,900 (75% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–16 mm)900 (5% of HP)
Overmatched by 283mm+ (Moltke, Graf Spee)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.50 direct pen, ×0.10 over-pen).
Superstructure16 mm600 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
AA mount (37 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

Balance updates affecting Guépard. Cards are condensed; use each source link for full context.

Nerf ×2Buff ×8Main Battery ×6Torpedo ×2Concealment ×1
2023-01-12

Ministry of Balance Reports: Big Small Changes!

  • Main battery armament.
  • HE shell damage increased from 2,000 to 2,200.
  • AP shell damage increased from 2,600 to 2,850.
  • AP shell service cost increased from 0 to 12 credits per shell (this is fixing it to normal for a 138.6 mm shell).
  • Main Battery Reload Booster charges increased from 1 to 2.
  • Main Battery Reload Booster cooldown time decreased from 150 to 120 s.
  • Torpedo armament.
  • Reload speed reduced from 90 to 95 s.
  • Speed increased from 57 to 66 kts.
  • Torpedo detectability range increased from 1.2 to 1.4 km.
  • +2 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Guépard can equip, from in-game data.

  • Guépard default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.